- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
40d Talk:Ramp
redirect slope to this place? took a while for me to find this. helps in making traps and controlling movements. thank god things can't fly...i think. oh right and i don't know how to do whatever. redirect.--Seaneat 17:22, 30 June 2008 (EDT)
- Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---Zombiejustice 20:02, 30 June 2008 (EDT)
Downward Ramp
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --Ehertlein 12:21, 29 August 2008 (EDT)
- One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.
- Then, your miners are able to dig from there an upward ramp on the level below:
- (side view)
XXXXXXXXXXXXXXXXXXXXXXXXX cXXXXXXXXX Level Z c (c)hannel here at first XXXXXXXXXXXXXX>______XXXX Level Z-1 > then place an upward ramp here
- If anyone is able to explain this better, fell free to edit.--Doub
- I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.
- Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --Ehertlein 13:57, 29 August 2008 (EDT)
- Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --Jellyfishgreen 18:39, 9 January 2009 (EST)
Current Oddities caused by ramp?
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. – unsigned comment by Erathoniel
- Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! – unsigned comment by Milskidasith
Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--Sphexx 09:57, 22 March 2009 (UTC)
- Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --Elvang 14:40, 22 March 2009 (UTC)
- I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --Sphexx 20:17, 22 March 2009 (UTC)
People don't use ramps?
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it. Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels. In fact if I bar the gates traders just sit in place, unable to find a path. --Corona688 16:16, 11 November 2008 (EST)
- Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --Savok 00:32, 25 November 2008 (EST)
- I don't have traffic designations making them want to go through the tunnels instead, no. Not that merchants would obey such things anyway. --Corona688 18:45, 29 November 2008 (EST)
On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --Elvang 22:30, 12 March 2009 (UTC)
Picture is wrong
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --Dorten 23:06, 24 November 2008 (EST)
Wagon torque / horsepower?
Is there any limit to how many adjacent ramp squares a wagon can traverse? Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to "level out" before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress. Can I have an underground depot at Z-6 that is served by a single continuous down-ramp? --Jurph 16:54, 4 December 2008 (EST)